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3.1 Opportunity Actions

Q: How many hexes can a unit move when taking an opportunity action?
A: One action's worth. So a foot unit could move 1 hex and would then be marked as used. Some vehicles get movement bonuses though, which are included in a movement action (14.0).
Ex: A T-34 could move 3 open terrain hexes for its opportunity action.

Opportunity movement is still limited by normal terrain restrictions and units still have to check for immobilization if called for by the terrain type.
Ex: An infantry unit wants to move up a steep incline that is also protected by barbed wire. He uses an opportunity move and automatically moves forward without having to check if he made it.

Ex: A tank moves into a stone building hex using an opportunity move. He must now check for immobilization.

3.23 Modify Any Die Roll

Q: I am firing at two squads that are stacked together in one hex. Since section 7.7 states that the attack against all stacked units constitues only one action and if I wish to apply some CAPs to modify the dice roll, do I spend CAPs every time I roll (ie. for every unit affected) or do I spend the CAPs once for the attack and get the benefit each time I roll the dice?
A: Each CAP modification counts for one die roll only, not for all rolls of an attack. So each separate die roll would have to be modified with a new CAP allotment.

5.1 Unit Reinforcements

Q: Do reinforcements get placed on the entry hexes for free? Or do they have to move onto that hex using APs?
A: The units must pay movement costs for the first full hex they move into.

Q: The rules say reinforcements can enter at a later turn. Must they always enter using their original entry hexes? Do you just leave them near the entry hexes and bring them in on some later action? Must they always be placed (if desired) during 2.0?
A: Reinforcements can be brought in at any time during or after the stated entry turn. The units are placed near the edge of the board, until each unit is activated and enters the battle.

7.4 Hits

Q: If a foot unit gains a Berserk or Cowering hit counter, its range is set to 1. Does this mean all attacks at range 1 are normal or short range? If short, then the +1FP on the berserk counter would up the fire power modifiers to +4FP at range 1 (+1FP berserk modifier +3FP close range modifier)?
A: Correct. I would also like to add that close combat (CC) adds +4FP. So a Soviet Rifle unit with a 3FP would have a total CCFP of 8 (3FP +1FP berserk modifier +4FP CC modifier).

Q: Mortar units are unusual in that they have minimum ranges and are not allowed to fire at adjacent targets. Some damage chits (like Berserk and a few others) change the range of a unit to 1. How do these damage chits interact with mortars? My first thought was that it would mean that they couldn't fire at all.
A: Correct, in this case the mortars may not fire.

Q: A truck-mounted German rifle squad took fire from a Russian rifle squad. The truck received no damage, but the rifle squad took a pin marker. Does the rifle squad have to dismount or does it remain mounted and continue on with the truck?
A: The unit would not be able to leave the vehicle, but the vehicle would still be able to drive with the infantry in it, since that does not use the infantry's movement number on the counter.

7.63 Close Combat

Q: Two German rifle squads and one Soviet rifle squad are in the same hex. The Soviet rifle squad activates and does close combat. He gets to attack each of the German rifle squads with his one CC action, correct?
A: Correct.

Q: Now turn this question around. One of the German units initiates CC. Does he resolve fire against the Soviet unit AND the other German unit?
A: No. Fire is resolved against friendly units in CC only when the fire is coming from outside of the CC hex.

10.1 Hidden Movement

Q: Are hidden units affected by land mines if they move into a land mine hex?
A: No. Hidden units move through land mine hexes without being affected. These units pay 7APs per hex in movement and are considered to be moving very cautiously.

11.2 Higher Elevation Bonus

Q: Do mortars receive an elevation modification for indirect fire attacks at units at lower levels than them? Does it depend on whether the spotting hex is at a higher elevation than the target, or is the elevation of the mortar the decisive factor?
A: The +1FP height modifier is a result of a combination of the greater exposed upper surfaces of the defender, less relative terrain modulation, and better LOS. In the case of mortars, the spotting hex determines the height advantage bonus. So the mortar could technically be at a lower elevation than the target, but still get the height bonus, because of a higher spotting hex.

12.0 Mortar Units

Q: Can you show an example of how spotter units work?
A: Spotter units are men attached to the mortar unit that direct the mortar's fire. The spotters are the mortar's "eyes". Even if the mortar unit has not direct LOS to a target hex, it may still fire upon it if a spotter has a clear LOS. Spotters are not other physical counter units on the board, but simulated men. These spotters are a maximum of 2 hexes away from the Mortar unit.
Ex: Below, Soviet Mortar A can fire at units 1 through 6. The yellow hexes are where spotters could be. Mortar A cannot see unit 7, because of the intervening building hexes. Soviet Rifle B does not act as a spotter.
Ex: German mortar C can fire at the Soviet rifle B. It can not fire at A, because of the interveneing trees.



14.0 Vehicle Movement

Q: A vehicle only gets its open movement bonus(es) if the starting hex, end hex, and all hexes inbetween are open hexes?
A: No, it may start in a non-open hex, but then all of its moves must be made into open or road hexes.
Ex: A T-34 starts in a woods hex and moves into a clear terrain hex for 1AP. It now gets two additional bonus moves into open or road hexes only. If it should go uphill or over a wall, it would have to pay an additional AP.

Q: I have a T34 tank that can move 3 open hexes per action point. A German AT gun is 2 hexes away. Can I move into and through the AT gun hex, thus not allowing him to close combat fire?
A: Yes. Barreling through a lightly defended hex with tanks was a tactic often used in WWII. The overrun defenders would fear flanking fire from the rear and their morale was affected. The tanks would rely on their infantry to mop up these enemy units.

15.0 Armored Defense Rating and Firepower

Q: In rare instances I have to round down a negative FP. For example, if a Red -2FP fires at a blue defense, what happens? Does it halve to -1FP?
A: No. When negative numbers need to be halved, they are doubled. So a -2FP would become a -4FP. Please realize that halving FP is meant to penalize a unit, not help it. Lastly, a 0FP would be halved to 0.

16.0 Turreted Vehicles

Q: Can turreted vehicles opportunity fire outside of their arc?
A: Yes. This action costs no additional CAPs. The unit is marked as used after this opportunity action.

19.0 Loading, Transporting, and Unloading Units

Q: May tanks pull immobilized trucks?
A: Yes, tracked (blue movement cost) and wheeled (green movement cost) vehicles may both pull other wheeled vehicles, but only tracked vehicles may pull other tracked vehicles.

22.2 Trenches and Bunkers

Q: Am I correct that units in trenches have all-around facing? If so, does this mean they always use Front DR unless hit by Motar/Artillery/Close Combat?
A: No. Units may face any way while in a trench, since trenches do not have an arc of fire. But the units still have facings like at any other time. Mortar and artillery fire is resolved against a unit's flank DR, no matter what terrain or fortification they are in.

Q: If a unit in a trench is facing one direction, do they have to pivot (i.e., perform an action) in order to shoot in another direction?
A: Yes.

22.6 Land Mines

Q: If I initiate close combat while on a mine field, does the mine go off before the CC attack?
A: The sequence is the same throughout the game. A unit takes an action, then other things react. So in this case, the unit would first conduct CC, then the mines explode.
Ex: A rifle unit wants to defuse a mine hex and CC attacks it. If the attack is successful, the mines are immediately removed. If not, the mines explode and attack the rifle unit.

24.0 Three to Four Player Games

Q: We want to play a 4 player game with only 2 players, what is the best way to do this?
A: The rules state that in multi-player games both players on a side activate at the same time - G1 and G2 then S1 and S2. When playing larger 4 person firefights with only 2 or 3 players, we highly suggest to alternate activations - G1, S1, G2, S2 and so on.

 
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